/*
BobToolz plugin for GtkRadiant
Copyright (C) 2001 Gordon Biggans

This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Lesser General Public
License as published by the Free Software Foundation; either
version 2.1 of the License, or (at your option) any later version.

This library is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
Lesser General Public License for more details.

You should have received a copy of the GNU Lesser General Public
License along with this library; if not, write to the Free Software
Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
*/

// DPatch.cpp: implementation of the DPatch class.
//
//////////////////////////////////////////////////////////////////////

#include "DPatch.h"

#include <list>
#include "str.h"
#include "scenelib.h"

#include "ipatch.h"

#include "misc.h"
#include "./dialogs/dialogs-gtk.h"

//////////////////////////////////////////////////////////////////////
// Construction/Destruction
//////////////////////////////////////////////////////////////////////

//		Added patch merging, wahey!

//
//		problem is, you cant put patches into entities as yet :(
//

DPatch::DPatch()
{
	width = MIN_PATCH_WIDTH;
	height = MIN_PATCH_HEIGHT;
	QER_entity = NULL;
	QER_brush = NULL;
}

DPatch::~DPatch()
{

}

void DPatch::SetTexture(const char *textureName)
{
	strcpy(texture, textureName);
}

void CopyDrawVert(const drawVert_t* in, drawVert_t* out)
{
	out->lightmap[0] = in->lightmap[0];
	out->lightmap[1] = in->lightmap[1];
	out->st[0] = in->st[0];
	out->st[1] = in->st[1];
	VectorCopy(in->normal, out->normal);
	VectorCopy(in->xyz, out->xyz);
}

void DPatch::BuildInRadiant(scene::Node* entity)
{
	NodeSmartReference patch(GlobalPatchCreator().createPatch());

  scene::Node& parent = entity != 0 ? *entity : GlobalRadiant().getMapWorldEntity();
  Node_getTraversable(parent)->insert(patch);

  GlobalPatchCreator().Patch_setShader(patch, texture);
  GlobalPatchCreator().Patch_resize(patch, height, width);
  PatchControlMatrix matrix = GlobalPatchCreator().Patch_getControlPoints(patch);
	for(int x = 0; x < height; x++)
  {
		for(int y = 0; y < width; y++)
    {
      PatchControl& p = matrix(y, x);
      p.m_vertex[0] = points[x][y].xyz[0];
      p.m_vertex[1] = points[x][y].xyz[1];
      p.m_vertex[2] = points[x][y].xyz[2];
      p.m_texcoord[0] = points[x][y].st[0];
      p.m_texcoord[1] = points[x][y].st[1];
    }
  }
  GlobalPatchCreator().Patch_controlPointsChanged(patch);
  
  QER_entity = entity;
	QER_brush = patch.get_pointer();


#if 0
	int nIndex = g_FuncTable.m_pfnCreatePatchHandle();
    //$ FIXME: m_pfnGetPatchHandle
	patchMesh_t* pm = g_FuncTable.m_pfnGetPatchData(nIndex);

  b->patchBrush = true;
  b->pPatch = Patch_Alloc();
	b->pPatch->setDims(width,height);

	for(int x = 0; x < width; x++)
		for(int y = 0; y < height; y++)
			CopyDrawVert(&points[x][y], &pm->ctrl[x][y]);

/*	if(entity)
	{
//		strcpy(pm->d_texture->name, texture);

		brush_t* brush = (brush_t*)g_FuncTable.m_pfnCreateBrushHandle();
		brush->patchBrush = true;
		brush->pPatch = pm;		

		pm->pSymbiot = brush;
		pm->bSelected = false;
		pm->bOverlay = false;	// bleh, f*cks up, just have to wait for a proper function
		pm->bDirty = true;		// or get my own patch out....
		pm->nListID = -1;

		g_FuncTable.m_pfnCommitBrushHandleToEntity(brush, entity);
	}
	else*/	// patch to entity just plain dont work atm

  if(entity)
    g_FuncTable.m_pfnCommitPatchHandleToEntity(nIndex, pm, texture, entity);
  else
		g_FuncTable.m_pfnCommitPatchHandleToMap(nIndex, pm, texture);

	QER_brush = pm->pSymbiot;
#endif
}

void DPatch::LoadFromPatch(scene::Instance& patch)
{
  QER_entity = patch.path().parent().get_pointer();
	QER_brush = patch.path().top().get_pointer();

  PatchControlMatrix matrix = GlobalPatchCreator().Patch_getControlPoints(patch.path().top());

  width = static_cast<int>(matrix.x());
	height = static_cast<int>(matrix.y());

  for(int x = 0; x < height; x++)
  {
		for(int y = 0; y < width; y++)
    {
      PatchControl& p = matrix(y, x);
      points[x][y].xyz[0] = p.m_vertex[0];
      points[x][y].xyz[1] = p.m_vertex[1];
      points[x][y].xyz[2] = p.m_vertex[2];
      points[x][y].st[0] = p.m_texcoord[0];
      points[x][y].st[1] = p.m_texcoord[1];
    }
  }
	SetTexture(GlobalPatchCreator().Patch_getShader(patch.path().top()));

#if 0
	SetTexture(brush->pPatch->GetShader());

	width = brush->pPatch->getWidth();
	height = brush->pPatch->getHeight();

  for(int x = 0; x < height; x++)
  {
		for(int y = 0; y < width; y++)
    {
      float *p = brush->pPatch->ctrlAt(ROW,x,y);
      p[0] = points[x][y].xyz[0];
      p[1] = points[x][y].xyz[1];
      p[2] = points[x][y].xyz[2];
      p[3] = points[x][y].st[0];
      p[4] = points[x][y].st[1];
    }
  }
#endif
}

bool DPatch::ResetTextures(const char *oldTextureName, const char *newTextureName)
{
	if( !oldTextureName || !strcmp(texture, oldTextureName))
	{
		strcpy(texture, newTextureName);
		return true;
	}

	return false;
}

void Build1dArray(vec3_t* array, drawVert_t points[MAX_PATCH_WIDTH][MAX_PATCH_HEIGHT], 
				  int startX, int startY, int number, bool horizontal, bool inverse)
{
	int x = startX, y = startY, i, step;

	if(inverse)
		step = -1;
	else
		step = 1;

	for(i = 0; i < number; i++)
	{
		VectorCopy(points[x][y].xyz, array[i]);

		if(horizontal)
			x+=step;
		else
			y+=step;
	}
}

void Print1dArray(vec3_t* array, int size)
{
	for(int i = 0; i < size; i++)
		globalOutputStream() << "(" << array[i][0] << " " << array[i][1] << " " << array[i][2] << ")\t";
	globalOutputStream() << "\n";
}

bool Compare1dArrays(vec3_t* a1, vec3_t* a2, int size)
{
	int i;
	bool equal = true;

	for(i = 0; i < size; i++)
	{
		if(!VectorCompare(a1[i], a2[size-i-1]))
		{
			equal = false;
			break;
		}
	}
	return equal;
}

patch_merge_t DPatch::IsMergable(DPatch *other)
{
	int i, j;
	vec3_t p1Array[4][MAX_PATCH_HEIGHT];
	vec3_t p2Array[4][MAX_PATCH_HEIGHT];

	int p1ArraySizes[4];
	int p2ArraySizes[4];

	patch_merge_t merge_info;

	Build1dArray(p1Array[0], this->points, 0,				0,				this->width,	true,	false);
	Build1dArray(p1Array[1], this->points, this->width-1,	0,				this->height,	false,	false);
	Build1dArray(p1Array[2], this->points, this->width-1,	this->height-1, this->width,	true,	true);
	Build1dArray(p1Array[3], this->points, 0,				this->height-1, this->height,	false,	true);

	Build1dArray(p2Array[0], other->points, 0,				0,					other->width,	true,	false);
	Build1dArray(p2Array[1], other->points, other->width-1,	0,					other->height,	false,	false);
	Build1dArray(p2Array[2], other->points, other->width-1,	other->height-1,	other->width,	true,	true);
	Build1dArray(p2Array[3], other->points, 0,				other->height-1,	other->height,	false,	true);

	p1ArraySizes[0] = this->width;
	p1ArraySizes[1] = this->height;
	p1ArraySizes[2] = this->width;
	p1ArraySizes[3] = this->height;

	p2ArraySizes[0] = other->width;
	p2ArraySizes[1] = other->height;
	p2ArraySizes[2] = other->width;
	p2ArraySizes[3] = other->height;

	for(i = 0; i < 4; i++)
	{
		for(j = 0; j < 4; j++)
		{
			if(p1ArraySizes[i] == p2ArraySizes[j])
			{
				if(Compare1dArrays(p1Array[i], p2Array[j], p1ArraySizes[i]))
				{
					merge_info.pos1 = i;
					merge_info.pos2 = j;
					merge_info.mergable = true;
					return merge_info;
				}
			}
		}
	}
	
	merge_info.mergable = false;
	return merge_info;
}

DPatch* DPatch::MergePatches(patch_merge_t merge_info, DPatch *p1, DPatch *p2)
{
	while(merge_info.pos1 != 2)
	{
		p1->Transpose();
		merge_info.pos1--;
		if(merge_info.pos1 < 0)
			merge_info.pos1 += 4;
	}

	while(merge_info.pos2 != 0)
	{
		p2->Transpose();
		merge_info.pos2--;
		if(merge_info.pos2 < 0)
			merge_info.pos2 += 3;
	}

	int newHeight = p1->height + p2->height - 1;
	if(newHeight > MAX_PATCH_HEIGHT)
		return NULL;

	DPatch* newPatch = new DPatch();

	newPatch->height	= newHeight;
	newPatch->width		= p1->width;
	newPatch->SetTexture(p1->texture);

	int y = 0;
	int i;
	for(i = 0; i < p1->height; i++, y++)
		for(int x = 0; x < p1->width; x++)
			newPatch->points[x][y] = p1->points[x][i];

	for(i = 1; i < p2->height; i++, y++)
		for(int x = 0; x < p2->width; x++)
			newPatch->points[x][y] = p2->points[x][i];

//	newPatch->Invert();

	return newPatch;
}

void DPatch::Invert()
{
	int i, j;

	for(i = 0 ; i < width ; i++ ) 
	{
		for(j = 0; j < height / 2; j++)
		{
      std::swap(points[i][height - 1- j], points[i][j]);
		}
	}
}

void DPatch::Transpose()
{
	int		i, j, w;

	if ( width > height ) 
	{
		for ( i = 0 ; i < height ; i++ ) 
		{
			for ( j = i + 1 ; j < width ; j++ ) 
			{
				if ( j < height ) 
				{
					// swap the value
          std::swap(points[j][i], points[i][j]);
				} 
				else 
				{
    				// just copy
					points[i][j] = points[j][i];
		    	}
    		}
  		 }
	} 
	else 
	{
		for ( i = 0 ; i < width ; i++ ) 
        {
			for ( j = i + 1 ; j < height ; j++ ) 
			{
    			if ( j < width ) 
				{
					// swap the value
          std::swap(points[i][j], points[j][i]);
		    	} 
				else 
				{
    				// just copy
					points[j][i] = points[i][j];
		    	}
    		}
    	}
    }

	w = width;
	width = height;
	height = w;

	Invert();
}

std::list<DPatch> DPatch::Split(bool rows, bool cols)
{
	std::list<DPatch> patchList;
	int i;
	int x, y;

	if(rows && height >= 5)
	{
		for(i = 0; i < (height-1)/2; i++)
		{
			DPatch p;

			p.width = width;
			p.height = 3;
			p.SetTexture(texture);

			for(y = 0; y < 3; y++)
			{
				for(x = 0; x < p.width; x++)
				{
					p.points[x][y] = points[x][(i*2)+y];
				}
			}
			patchList.push_back(p);
		}

		if(cols && width >= 5)
		{
			std::list<DPatch> patchList2;

			for(std::list<DPatch>::iterator patches = patchList.begin(); patches != patchList.end(); patches++)
			{
				std::list<DPatch> patchList3 = (*patches).Split(false, true);
				
				for(std::list<DPatch>::iterator patches2 = patchList3.begin(); patches2 != patchList3.end(); patches2++)
					patchList2.push_front(*patches2);
			}

			return patchList2;
		}
	}
	else if(cols && width >= 5)
	{
		for(i = 0; i < (width-1)/2; i++)
		{
			DPatch p;

			p.height = height;
			p.width = 3;
			p.SetTexture(texture);

			for(x = 0; x < 3; x++)
			{
				for(y = 0; y < p.height; y++)
				{
					p.points[x][y] = points[(i*2)+x][y];
				}
			}

			patchList.push_back(p);
		}
	}

	return patchList;
}
